Post on 09-May-2020
Making sense of the worldEngaging people in sustainable living and planning
Jan-Christoph Zoels
Designed by Experientia
Title
Our approach
Conduct research
Develop strategies
Create solutions
Design prototypes
Test results
Our deliverables
User research insights
Design strategies
Design concepts
Experience prototypes
Usability recommendations
About us. We are an international experience
design consultancy, helping companies and
organizations to innovate their products, services
and processes by putting people first.
Experientia was founded in 2005 and is based in
Turin, Italy.
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Our clients
North AmericaAdaptive Path USAConifer Research USACVS-Pharmacy USAIntel USAKeep Sight USAKodak USAMicrosoft USAMotorola USARed Hat USASAP Germany, USASC Johnson USATandem Seven USAThompson CompuMark USA
EuropeAlcatel-Lucent France, SpainAVIS ItalyBarclays Italy, UKBlyk Finland, UKCasa.it ItalyCittadellarte ItalyCity of Genk BelgiumCity of Kortrijk BelgiumCondé Nast ItalyCSI-Piemonte ItalyDada.it ItalyDesign Flanders BelgiumDeutsche Telekom Germanyélogos SpainExpedia UKFacem Tre Spade Italy
Ferrero ItalyFidelity International UKFideuram Bank ItalyFiera Milano ItalyFinmeccanica ItalyFlanders InShape BelgiumFoviance ItalyFujitsu-Siemens GermanyGranStudio, ItalyIdean FinlandIntel UKISTUD Foundation ItalyITC-ILO ItalyKortrijk Xpo BelgiumLast Minute UKLogitech Switzerland
Max Mara ItalyNokia Denmark Finland FranceProntoSeat ItalySamsung Electronics, Italy, Korea, UKSitra/SRV FinlandSwisscom SwitzerlandTechno System ItalyToncelli Cucine ItalyTorino World Design Capital ItalyUnicredit Bank Austria ItalyUPA ItalyVodafone Germany Italy UKWhirlpool UK
AsiaASUS TaiwanHaier ChinaHewlett Packard IndiaSamsung Electronics Italy, Korea, UK
IndustriesArchitecture & urban planningBanking & financeConsumer productsFashionPublic sectorHealth & well-beingIT & softwareMedia & entertainmentTelecomTravel & tourism
Designed by Experientia
Title
Research on future scenarios and strategy development
Scenarios
In-depth understanding of user needs through observation and analysis
User profiles
Comprehensive usability analysis Implementation support
Strong user experiences Iterative prototypes
User-centered design concepts and strategies
Design specification
Context
Understand
Ideas
DesignEnvision
TestExperience Touchpoints
Prototype
PeopleOur services.
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Designed by Experientia
Sharing
Field observations
Contextual interviews
Mystery shopping
Diaries
Visual stories
Persona development
Card sorting
Shaping
Ideation
Brain & bodystorming
Concept development
Scenario design
Participatory design
Interaction design
Industrial design
Service design
Prototyping
Evaluating
Heuristic evaluation
Scenario testing
Usability testing
Pre-launch analysis
Post-implementation
assessment
Research techniques. Understanding people focuses on
sharing, shaping and evaluating experiences.
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Designed by Experientia
Experientia
Technology impressions and appearances concerns
people’s first encounter with a product or service.
It is about the look and feel, about the ‘wow’.
Design process
Designed by Experientia
Experientia
Product experience is about using a product or service
and whether it meets expectations - the ‘show’.
Design process
Designed by Experientia
Experientia
Finally quality of life looks at what is meaningful and relevant
to people and what ultimately makes good design succeed -
the ‘flow’.
Design process
Designed by Experientia
Experientia
Design principles
Tracking responses
Designed by Experientia
Stakeholder engagement
Aim: to encourage and support spontaneous citizens
participation in the decision making process and to involve
stakeholders and local companies in building a competitive
ecosystem of initiatives and services
Outcome: “encouraging more active involvement by
communities and other stakeholders:
• improvement in the quality and sustainability of public
and private-sector services
• building greater community cohesion
• tackling complex problems in public sector service design
and delivery”
Stakeholder engagement
Design methods
Claire Gray, Stakeholder handbook, REVIT EU program
Levels of public participation
Inform >
Consult >
Involve >
Collaborate >
Empower
Designed by Experientia
Low carbon living - Sitra/SRV. As part of a team made up
of international engineering and planning firm Arup
(London) and architectural firm Sauerbruch Hutton
(Berlin), Experientia won an international competition to
develop a building block in the city of Helsinki, Finland,
which will have low or no carbon emissions.
It has an integrated approach to energy efficiency, with high
architectural, spatial and social values and constructed
with sustainable materials, methods & operations.
Jätkäsaari covers a plan area of 100 hectares of mixed-use
development and infrastructure and will house circa 16,000
inhabitants and 6,000 new jobs. www.low2no.org
CASE STUDY 2010 —
Low2No
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Clients
Sitra, Finnish Innovation Fund
SRV, developer
VVO, housing agency
Time frame
2009 Competition, 1st prize
2010–11 design phase
2014 Completion
Location
Jätkäsaari, Helsinki, Finland
23,000 m2 residential
6,000 m2 office & incubator
1,600 m2 retail and services
An architectural rendering by Sauerbruch Hutton of
the future low-to-no carbon district.
Designed by Experientia
Title
Create value through innovative processes. Experientia is responsible for the workstream “Low carbon
lifestyles - enabling behavioral change”, designing energy
demand management solutions such as advanced smart
meters, mobile applications and services as well as designing
and coordinating “mixed use” service offerings.
Participatory design processes with stakeholders, local
entrepreneurs and future residents ensure the fit within the
Finnish culture.
Low2No
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Our approach
Ethnographic research
User & stakeholder interviews
Personas & scenarios
Concept design
Participatory design workshops
Prototype development
Strategic communications
Our deliverables
Research analysis
Behavioral change models
Personas & scenarios
Concept development
Interactive prototypes
CASE STUDY 2010 —
Designed by Experientia
Experientia
Design process
Connectivity and citizen engagement è Involve local entrepreneurs in developing a competitive
ecosystem of products, services and initiatives
è Favour spontaneous participation in the decision making process
è Support stakeholders in creating a synergic team and sharing a common business code
è Engage local residents through collaborative and participative activities
Strategic interventions
Awareness and engagement
Self assessment
Community action
Cultural leadership
Low2NoCASE STUDY 2010 —
Designed by Experientia
Experientia
Design process
Guided tour
Open yard
Scenario workshop
Cultural probe
User observation
Definition Concept Design Production info Construction Post-occupancy
Decision making
Creative workshop Mock-up
Planning for real
Blog
Analysis
Service prototype
Experience prototype
> > > > >
Post-occupancy evaluation
Low2NoCASE STUDY 2010 —
Interviews
Tell them and they’ll forget; Demonstrate and they’ll remember;Involve them and they’ll understand” Geller, 1989
Designed by Experientia
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Empower dŽƉůĂĐĞĮŶĂůĚĞĐŝƐŝŽŶͲŵĂŬŝŶŐŝŶƚŚĞŚĂŶĚƐŽĨƉĞŽƉůĞ
WĞŽƉůĞĚĞĮŶĞĂŶĚŵĂŶĂŐĞĂƵƚŽŶŽŵĂůůLJƉƌŽĐĞƐƐĞƐĂŶĚĂĐƟŽŶƐŽŌĞŶĂůƐŽŝŶĐŽůůĂďŽƌĂƟŽŶǁŝƚŚƚŚĞƉƵďůŝĐŝŶƐƟƚƵƟŽŶƐ
Ownership
tĞǁŝůůŝŵƉůĞŵĞŶƚǁŚĂƚLJŽƵĚĞĐŝĚĞ
Collaborate dŽƉĂƌƚŶĞƌǁŝƚŚƚŚĞƉƵďůŝĐŝŶĞĂĐŚĂƐƉĞĐƚŽĨƚŚĞĚĞĐŝƐŝŽŶŵĂŬŝŶŐƉƌŽĐĞƐƐŝŶĐůƵĚŝŶŐƚŚĞĚĞǀĞůŽƉŵĞŶƚŽĨĂůƚĞƌŶĂƟǀĞƐĂŶĚƚŚĞŝĚĞŶƟĮĐĂƟŽŶŽĨƚŚĞƉƌĞĨĞƌƌĞĚƐŽůƵƟŽŶ
ŶĂůLJƐŝƐĂŶĚƐŽůƵƟŽŶƐĚĞǀĞůŽƉŵĞŶƚĂƌĞƵŶĚĞƌƚĂŬĞŶďLJƚŚĞĚĞĐŝƐŝŽŶŵĂŬĞƌƐƚŽŐĞƚŚĞƌǁŝƚŚƚŚĞƉƵďůŝĐ
Empowerment
tĞǁŝůůůŽŽŬƚŽLJŽƵĨŽƌĂĚǀŝĐĞĂŶĚŝŶŶŽǀĂƟŽŶŝŶĨŽƌŵƵůĂƟŶŐƐŽůƵƟŽŶƐĂŶĚŝŶĐŽƌƉŽƌĂƚĞLJŽƵƌĂĚǀŝĐĞĂŶĚƌĞĐĐŽŵĞŶĚĂƟŽŶƐŝŶƚŽƚŚĞĚĞĐŝƐŝŽŶƐƚŽƚŚĞŵĂdžŝŵƵŵĞdžƚĞŶƚƉŽƐƐŝďůĞ
Involve dŽǁŽƌŬĚŝƌĞĐƚůLJǁŝƚŚƚŚĞƉƵďůŝĐƚŚƌŽƵŐŚŽƵƚƚŚĞƉƌŽĐĞƐƐƚŽĞŶƐƵƌĞƚŚĂƚƉƵďůŝĐĐŽŶĐĞƌŶƐĂŶĚĂƐƉŝƌĂƟŽŶƐĂƌĞĐŽŶƐŝƐƚĞŶƚůLJƵŶĚĞƌƐƚŽŽĚĂŶĚĐŽŶƐŝĚĞƌĞĚ
tĞǁŝůůǁŽƌŬǁŝƚŚLJŽƵƚŽĞŶƐƵƌĞƚŚĂƚLJŽƵƌĐŽŶĐĞƌŶƐĂŶĚĂƐƉŝƌĂƟŽŶƐĂƌĞĚŝƌĞĐƚůLJƌĞŇĞĐƚĞĚŝŶƚŚĞĂůƚĞƌŶĂƟǀĞƐĚĞǀĞůŽƉĞĚĂŶĚƉƌŽǀŝĚĞĨĞĞĚďĂĐŬŽŶŚŽǁƉƵďůŝĐŝŶƉƵƚŝŶŇƵĞŶĐĞĚƚŚĞĚĞĐŝƐŝŽŶ
Consult dŽŽďƚĂŝŶƉƵďůŝĐĨĞĞĚďĂĐŬŽŶĂŶĂůLJƐŝƐĂůƚĞƌŶĂƟǀĞƐĂŶĚŽƌĚĞĐŝƐŝŽŶƐ
WĞŽƉůĞĂƌĞŝŶǀŽůǀĞĚĂƐďƌŝŶŐĞƌƐŽĨǀĂůƵĞƐŶĞĞĚƐĂƐƉŝƌĂƟŽŶƐĂŶĚůŝǀŝŶŐƐƚŽƌŝĞƐƚŚĂƚǁŝůůĚƌŝǀĞƚŚĞĨŽůůŽǁŝŶŐƉƌŽũĞĐƚƉŚĂƐĞƐ
WĞŽƉůĞĂƌĞŚĞĂƌĚĂŶĚŚĂǀĞƚŚĞĐŚĂŶĐĞƚŽŝŶŇƵĞŶĐĞĚĞĐŝƐŝŽŶƐƚŚƌŽƵŐŚŝŶĨŽƌŵĂƟŽŶĂŶĚŽƉŝŶŝŽŶƐƚŚĞLJƉƌŽǀŝĚĞ
tĞǁŝůůŬĞĞƉLJŽƵŝŶĨŽƌŵĞĚůŝƐƚĞŶƚŽĂŶĚĂĐŬŶŽǁůĞĚŐĞĐŽŶĐĞƌŶƐĂŶĚĂƐƉŝƌĂƟŽŶƐĂŶĚƉƌŽǀŝĚĞĨĞĞĚďĂĐŬŽŶŚŽǁƉƵďůŝĐŝŶƉƵƚŝŶŇƵĞŶĐĞĚƚŚĞĚĞĐŝƐŝŽŶ
tĞǁŝůůŬĞĞƉLJŽƵŝŶĨŽƌŵĞĚ
ŶĂůLJƐŝƐĞǀĂůƵĂƟŽŶƐĂŶĚĂůůĚĞĐŝƐŝŽŶƐĂƌĞĂůƌĞĂĚLJƚĂŬĞŶWĞŽƉůĞŚĂǀĞƚŚĞŽƉƉŽƌƚƵŶŝƚLJƚŽďĞŝŶĨŽƌŵĞĚĂŶĚƵƉĚĂƚĞĚŽŶƚŚĞƐƚĂŐĞŽĨƚŚĞƉƌŽĐĞƐƐ
Inform dŽƉƌŽǀŝĚĞƚŚĞƉƵďůŝĐŝŶĨŽƌŵĂƟŽŶŽŶĂƉŽůŝĐLJŽƌƉƌŽũĞĐƚŝƐŐŽŝŶŐƚŽďĞƌĞĂůŝƐĞĚdŽĂƐƐŝƐƚƉĞŽƉůĞŝŶƵŶĚĞƌƐƚĂŶĚŝŶŐƚŚĞƉƌŽďůĞŵĂůƚĞƌŶĂƟǀĞƐŽƉƉŽƚƵŶŝƟĞƐĂŶĚŽƌƐŽůƵƟŽŶƐ
Awareness
Increasing level of public engagement
Increasing level of public impact
Main features
Referencemethodologies
Promise to people
Public participation
goal
Increasing level of public impactIncreasing level of public engagement
Designed by Experientia
Title
Engagement and Awarenessè Make behavioral change easier and convenient
è Present meaningful and contextual information
è Enable choices
è Create tools for evaluation
è Facilitate cognitive, emotional and sensorial appraisal
Community actionsè Utilize social reputation as behavioral enforcer
è Co-monitor to effect policy change
è Share common values
è Create a pool of shared knowledge
è Enable support networks
Self assessmentè Translate understanding into actions
è Set targets to make information measurable and actionable
è Simulate impact or alternatives
è Provide immediate feedback
è Reward to create and sustain change
Leading by exampleè Facilitate open dialogue between public/private
è Make backstory transparent
è Create public incentives to sustain change
è Model behaviors
è Provide feedback loops to constantly refine processes and policies
Low2No
Facilitating and enabling behavioral change.
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CASE STUDY 2010 —
Designed by Experientia
Title
50 behavioral change solutions. Experientia designed
fifty initial ideas for tools and services that could facilitate
behavioral change in Jätkäsaari.
Low2No
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These included:
• technological solutions, such as
smart meters, dynamic pricing systems,
and data on cost and peak usage;
• participatory solutions, such as
games, competitions, workshops and
websites;
• public installations, such as
artworks catalyzing energy
consumption reduction;
• business initiatives to encourage
private and public entities to get
involved.
CASE STUDY 2010 —
Low2No2010 —
Commercial, mobility and social services
complement the behavioral change intervention.
Low2No2010 —
Designed by Experientia
Services: The Food Hub. A “Food Hub”, offering services
related to the purchase, consumption and sharing of food,
an ethical and sustainable alternative to the products commonly
offered in the Finnish market.
è Purchase: a sales point and open market to buy biological
and seasonal products provided by a network of local producers
(Community Supported Agriculture scheme);
è Consumption: a 0-miles restaurant, with catering services
and a cafeteria providing biological products;
è Sharing: cooking courses, a meeting room for cooking lessons
and informal work meetings, and a green house.
Low2No
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CASE STUDY 2010 —
Designed by Experientia
Low2No
Services: Eco-laundry. Uses highly efficient practices
and detergents with a low environmental impact.
It provides:
è a support service for reusable diapers for individuals and the
daycares in the region;
è services and lessons in sewing, washing and caring of textiles;
è home delivery for individuals and businesses in the area.
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CASE STUDY 2010 —
Designed by Experientia
Low2No
Services: communal sauna. An eco-friendly response to
the presence of a private electric sauna in most Finnish homes.
The sauna will be a traditional, wood-fueled sauna, providing
spaces for families, friends and small work groups.
Communal areas will be furnished with fires and wood logs,
with catering provided by the Food Hub.
The heat generated by the sauna will be reused to heat a local
greenhouse.
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CASE STUDY 2010 —
Designed by Experientia
Low2No
Live & work. In collaboration with various stakeholders
Experientia conceptualized incubator, live&work and office
facilities. A living lab arrangement will test resulting outcomes.
The co-working/incubator space will serve three needs:
è incubating start-ups related to Sitra’s innovation programs;
è hosting micro start-ups selected by venture funds or external
innovation programs;
è desk-sharing of professionals from the “public”.
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CASE STUDY 2010 —
Designed by Experientia
Award-winning service design. Experientia's service platform
design for Low2No won the prestigious Italian National Prize
for Innovation in Services, 2011.
The Low2No service platform will contribute to making
sustainability an integral part of the daily activities and lives
of the residents and workers of the area.
Experientia worked with carefully selected local entrepreneurs
to design multiple businesses with a good fit with the soul and
mission of the zone.
Low2No
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CASE STUDY 2010 —
Designed by Experientia
Open source hardware
Aim: “Open source hardware is hardware whose design is
made publicly available so that anyone can study, modify,
distribute, make, and sell the design or hardware based on
that design.”
Outcome: “Open source hardware gives people the freedom
to control their technology while sharing knowledge and
encouraging commerce through the open exchange of
designs.”
Open sourceDesign methods
http://freedomdefined.org/OSHW
From open source software to hardware and services
Arduino
“Arduino is an open-source electronics prototyping platform
based on flexible, easy-to-use hardware and software.
It's intended for artists, designers, hobbyists, and anyone
interested in creating interactive objects or environments.” http://www.arduino.cc/
History
Created by Prof Massimo Banzi & team at Interaction Design Institute Ivrea, 2004
Initial investment 250 000 €
The prototyping toolbox
“All designers have their medium: for a product designer it
may be plastics, for an architect brick or concrete, for a
graphic designer litho printing ...
Until recently, this medium was only accessible to engineers:
designers weren’t able to work directly with programming and
electronics to develop and test their ideas.”
This map shows the work of professors and students over the
past four years at Interaction-Ivrea, together with many
collaborators all over the world. The software and hardware
they have built, used in many of the Institute’s projects, allows
designers to be truly creative in this new medium.”
Gillian Crampton SmithThe prototyping toolbox
Map design by Giorgio Olivero
Designed by Experientia
Myriel Milicevic Neighbourhood Satellites 2005
Natalie Jeremijenko
Feral Robot Sniffer Dogs 2002
Designed by Experientia
Japan Geigermap - Haiyan Zhang
“This map visualises crowd-sourced radiation geiger
counter readings from across Japan. Click on the labels
to get more information on the source of each reading.”
http://japan.failedrobot.com/
Lapka
“Your very own environmental monitor! A precise and
beautiful set of devices designed to measure and play with
the hidden qualities of your environment”
Modules
Radiation
Humidity
EMF
Organic
http://mylapka.com
Designed by Experientia
Participatory design
Aim: to shape the concept and design of new products and
services through the direct involvement of users or consumers
in the design process.
Outcome: co-creation and cross-fertilisation among various
professions in a foresight activity. These design projects can
become symbolic processes able to engage people in
constructing their own context and ‘point to something
meaningful’ that they have constructed (Stacey et al., 2000).
Participatory design
Design methods
CASE STUDY 2011 —
FredericiaC
Engaging citizens in Frederica. Experientia
participated, together with Arup and Effekt, in a parallel
competition for the urban development of 22h in
Fredericia, Denmark.
The FredericiaC development board involved Experientia
in the making of the development plan, which stems from a
combination of the best ideas in the winning proposals.
Based on the competition entry, Experientia contributed on
the design of temporary events and spaces for FredericiaC,
and to engaging citizens in the build-up to the project
master plan.
www.fredericiac.dk
Clients
Realdania
City of Fredericia
Time frame
2011 Competition, 2nd prize
2012–15 design phase
2025 Completion
Location
Fredericia, Denmark
2011 —
FredericiaC Business as usual: Breakdown of developer's 40 year carbon footprint (metric tonnes of CO2e)
Copyright Arup
Designed by Experientia
CASE STUDY 2011 —
FredericiaC
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Building a process for people to flourish. To focus our attention on bringing the community to work
with us in defining this place, its vision and its outlook.
Building a process for low carbon development.We strongly believe that Fredericia C can be a magnet for
low carbon initiatives and investments, starting with low
carbon mobility, buildings and services.
Building a place over time.We want Fredericia C to be conceived as a place where
every action, every effort, every investment remains there,
adding richness, value and attractiveness to the place.
Designed by Experientia
Title
45
people participation strategiesFredericiaCCASE STUDY 2011 —
We proposed a method integrating development
in four key perspectives of the plan:
• Time - Planning for a transitory development
• People - Involving people throughout the process
• Space and environment - Creating sustainable places
• Socio-economy - Stimulating the economy
Method an integrated process
Integrated process. We proposed a method integrating development
in four key perspectives of the plan:
• Time - Planning for a transitory development
• People - Involving people throughout the process
• Space and environment - Creating sustainable places
• Socio-economy - Stimulating the economy
Designed by Experientia
Title
46
1 Awareness
Stimulate awareness of the
changes that are going to
involve the site and of the
potential of present and future
residents, and their
communities, to shape it.
2 Empowerment
Empower and build human
capacity - building,
exchanging and creating
skills as a way to empower
individuals and open new
employment opportunities;
3 Ownership
Stimulate ownership through
participatory development
strategies (partnerships,
governance, resource pooling)
in Fredericia;
“Cities innovate when people mix, mingle, sharing and combining ideas from different
vantage points and traditions. That mixing takes place on shared infrastructure
and shared spaces that bring people together”
Leadbeater, 2007
People participation design strategyPeople participation strategiesFredericiaCCASE STUDY 2011 —
Designed by Experientia
Title
Personas: the growers of FCScenario
design
FredericiaC
47
CASE STUDY 2011 —
Designed by Experientia
A life path in Fredericia
Designed by Experientia
Ideas for temporary uses of Fredericia Shipyard.FredericiaCCASE STUDY 2011 —
Designed by Experientia
Title
How Fredericia grows until 2036
50
Tracking responses
Designed by Experientia
Process flows
Aim: Visualised representations of the interactions
between the user and product or service functions in the
design solution.
Outcome: “…a proper visualisation is a kind of narrative,
providing a clear answer to a question without extraneous
details.”
Process flows
Design methods
Ben Fry: Visualising Data, 2007
Aaron Koblin_Flight Patterns
Designed by Experientia
Designed by Experientia Sugarstacks.com
Designed by Experientia
Iota Partners - IoT data driven user research
Combines experience based research and innovation with
sensor technologies and analytics to provide business
intelligence and strategy.
We mine data from the IOT. We build sensors to collect data.
We help businesses instrument, understand, stir up, and
change behavior— strategically and continually.
http://www.iota-partners.com/
Designed by Experientia
Designed by Experientia
Contextual inquiry or design ethnography
Aim: to understand human activity through participatory
observation in a setting where the activity takes place.
A method used to capture human behaviour in the context of
the person’s natural environment, as a means of gaining
insights about user behaviour and unarticulated needs, in order
to create innovative solutions.
Outcome: Research techniques include interviews, video
ethnography and self-documentation by users and the results
can be observations, insights and applications.
Contextual inquiry
Design methods
Designed by Experientia
CASE STUDY 2009
Developingmarkets
Our deliverables
Remote user research method development
Research analysis
Strategic recommendations
Scenarios of use
Interaction flow and user interface design
Video prototypes
Low-fi and hi-fi experience prototyping
Contextual observations. Ethnographic
research uncovers many interesting stories.
Here, a user’s diary provides visual insights into
a person’s daily life.
60
Designed by Experientia
Title
CASE STUDY 2009
Developingmarkets
Remote user research. A research blog enabled us to
communicate with and receive data reception from users
over a distance. During the project, users in remote locations
posted their pictures and stories using SMS and MMS.
61
Designed by Experientia
Title
CASE STUDY 2009
Developingmarkets
Personas are a useful tool when analyzing and synthesizing
the results of ethnographic research. Featured above are
some of the localized personas that Experientia developed
through user research.
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Designed by Experientia
CASE STUDY 2009
Developingmarkets
CoR companion. A service to help users feel secure in
potentially unsafe contexts and situations.
People request the virtual companionship of a trusted friend
during, for example, a solitary trip. A variety of interaction
methods allow constant updates on the user’s status.
Initial user interface
and icon design for
a mobile application
suite.
63
Designed by Experientia
CASE STUDY 2009
Developingmarkets
Experience prototyping. A short animated film
demonstrates a series of mobile application concepts to
stakeholders.
64
Designed by Experientia
CASE STUDY 2009
Developingmarkets
Interaction flow and UI design
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Designed by Experientia
Opportunity map
Aim: A qualitative and experience-based analysis aimed at
identifying gaps in the current user experience in order to
reveal new business opportunities. The analysis is often
structured through a matrix of roles, career stages and tasks,
or a description of activities, information sources and needs.
Outcome: Opportunity maps help to discover desired
qualities, and to support, enhance and change priorities and
strategy development.
Opportunitymaps
Design methods
Designed by Experientia
Opportunitymaps
Design methods
Designed by Experientia
2010 —
Low2No
Designed by Experientia
Low2No
Advanced smart meters. The Low2No concept prototype
is a holistic, people-centered, advanced smart meter.
We have envisioned an empowering smart meter that tracks
personal carbon footprint, offers handy tips to reduce it and
connects people to a like-minded community.
User requirements:
è Provide contextual realtime feedback
è Analyze personal consumption (energy, water, waste, etc.)
è Incentivize reduced consumption through social reward systems
è Integrate controls - holistic approach
è Design intuitive and meaningful interface controls
70
CASE STUDY 2010 —
Designed by Experientia
Check, Compare, Act. We identified core tasks
a smart meter must enable:
è Check personal energy consumption information,
raising awareness and understanding of real-time
consumption;
è Compare personal consumption with peers,
past behaviors, goals, patterns and trends,
and comparisons between similar offerings;
è Act to control consumption, through interactions
offering personalized real-time tips and the ability
to program and modify household settings.
Low2No
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People need clear, quickly understandable information, visualized in a way that makes sense to them.
Ability to compare behaviors, products, services, etc. to averages and goals.
Build from short-term to long-term changes.
CASE STUDY 2010 —
Designed by Experientia
Fast changing smart metering landscape.
èLarge scale role-outs in US, Europe, Asia
èEfficiency gains for energy providers, less impact on end
users. Why?
èNew entrants into market: Navetas, Intel, Belkin, GE,
Nest, etc.
èMarket exit: Google Powermeter, Microsoft Home. Why?
èEmergent technologies: energy disaggregation,
behavioral learning apps
èExtensive market research
Low2No
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Nest learning thermostat
”NEST learns from your temperature adjustments, programs itself to keep you comfortable, and guides you to energy savings. You can control the thermostat from anywhere using a smartphone, tablet or laptop, and Nest never stops learning, even as your life and the seasons change.”
CASE STUDY 2010 —
Designed by Experientia
Insights to improve end user experience.
è People use circa 1min a day to monitor energy consumption
è Realtime feedback is effective: 5-15% energy reduction
(Oxford Uni, Uni of Otago)
è Provide motivation to reduce consumption: positive feedback
cycle, show top 5 - 9 appliances, tips for energy consumption, goal
setting tools
è Simplicity of data comparison: less than 7 data points
è Influence of display medium impact on customer actions:
in-home displays 28%, web portal 9% (Fraunhofer USA)
è Connect energy consumption to everyday life: open API,
measurable results, continued engagement, social network integration
è Engage people in installation process
Low2No
73
CASE STUDY 2010 —
Low2NoCASE STUDY 2010 —
≈
Low2No, smart metering solution designed by Experientia®, 2010 Stories, consumption monitoring iPhone application designed by Experientia®, 2012
Building dashboard, home management tablet app designed by Experientia®, 2012EcoFamilies, resources consumption portal designed by Experientia®, 2012
Designed by Experientia
Open yard
Aim: A set of initiatives hosted on a project site during the
start-up, design and construction phase (e.g. workshops,
events, community activities). In this way, future inhabitants
can be informed directly about the progress and can start
seeing the area as their own. Public events for inviting
participatory contributions from residents and visitors can be
hosted at the project site (e.g. ‘Good participation’ games).
Outcome: Engagement, co-funding, business plan evaluation.
Open yardDesign methods
SITRA
Dan Hill, Brickstarter.org/background-thinking/
From NIMBY to YIMBY
Aim: “Brickstarter enables everyday people, using everyday technology and
culture, to articulate and progress sustainable ideas about their community.
Brickstarter is a platform to turn possibilities into proposals into projects.
Outcome: ‘a Kickstarter for development of shared spaces and resources’:
• community decision-making;
• new engagement tools;
• long-term investment in sustainable infrastructure; participation and
representation;
• prototyping as research, iteration as planning;
• user-centred redesign of governance and legislation;
• different relationships between citizens, businesses and governance;
• potentially even prototypes of political systems.”
Brickstarter
Designed by Experientia
SITRA
Brickstarter
SITRA
Brickstarter
http://brickstarter.org/brickstarter-prototype-sketches-questions/#comment-386
SITRA
Brickstarter
SITRA
Brickstarter
SITRA
Brickstarter
http://brickstarter.org/brickstarter-prototype-sketches-questions/#comment-386
Designed by Experientia
12 Steps Toward a Better NeighborhoodDavid Sloan Wilson
1. Create a Neighborhood Identity.
2. Develop an agenda.
3. Meet face-to-face under pleasant circumstances.
4. Be inclusive.
5. Share the work and make it proportional to benefits.
6. Make decisions by consensus or by another process regarded as fair by group members.
7. Monitor good behavior.
8. Graduated sanctions.
9. Fast, fair, conflict resolution.
10. Gain the authority to make your own decisions.
11. Work with other groups, large and small.
12. Plan for the longevity of your group.
Engaging communities
Design methods
http://www.onbeing.org/program/feature/12-steps-toward-better-neighborhood/4723
The Neighborhood Project: Using Evolution to Improve My City,One Block at a Time
David Sloan Wilson
Designed by Experientia
Experience prototyping
Aim: “a form of prototyping that enables design team
members, users and clients to gain first-hand appreciation of
existing or future conditions through active engagement with
prototypes.”
Outcome: Facilitates shared values across team members in
“understanding of existing experiences, exploring design ideas
and in communicating design concepts”.
Experience prototyping
Design methods
Buchenau, Marion; Suri, Jane Fulton: Experience Prototyping. ACM 2000
Experience prototyping
Scenariolab
ICU
OR
ICU
OR
2D鳥瞰從建築師的平面圖拉出比例模型
讓醫護人員從鳥瞰的角度談他們的經驗與需求
3D佈局打造1:1的白模空間讓醫護人員檢視現有空間的樣貌
以作為4D的討論起點
Healthcare environments: ICU & OR, Swungho Hospital
Iterative experience modeling approach from 2D to 3D to built;
stakeholder participation across all project stages
ICU
OR
ICU
ICU
OR
Experience prototyping
Scenariolab
建置完成之加護病房
4D實演醫護團隊進入白模劇場從親身演練到可能性排列讓建築師與醫療團隊共創具體與可行的方案
Healthcare environments: ICU & OR, Swungho Hospital
Iterative experience modeling approach from 2D to 3D to built;
stakeholder participation across all project stages
Philips Medical Ambient Experience project, 2004
Use of projection technologies and miniature devices “to customize
the immediate environment in healthcare facilities for people who
have to undergo examinations such as CT or MR scans”Philips: Breathing life into delicate ideas. 2006
Journey home planner, UK
Helping mothers to understand the healthcare procedures
Designed by Experientia
Title
99
philips
Studio KLV_Dynamicon museum
Designed by Experientia
Prisma kitchen - Toncelli Cucine. Experientia
designed Prisma, a high-tech, minimalist and dynamic
kitchen, for Toncelli, an international leader in luxury
kitchens.
Prisma contains exclusive built-in appliances and
interactive touchscreen technology from Samsung.
The sliding chopping board and lazy susan integrates
a stand for a tablet computer.
Experientia also redesigned Toncelli’s 2012
communications materials, and the Eurocucina 2012
trade fair stand.
Our approach
Benchmark of current market offerings
Design strategy
Concept development
Industrial design
Interaction design
Implementation support
Communications design
Trade fair stand design
100
CASE STUDY 2012
Prisma kitchen
Designed by Experientia 102
Designed by Experientia 103
CASE STUDY 2012
Prisma kitchen
Designed by Experientia
Experientia
Design principles
Tracking responses
Designed by Experientia
Spot, embrace and fuel changeExplore weak signals. Embrace ambiguous paths of exploration from foresight to design thinking in creating value. Take risks and don’t be afraid of failures.
Empathise with people and culturesDiscover people’s aspirations and make them tangible.
Be inspired by progressive behavioursProvide a clear understanding of Progressives and their role in societies. Act upon people’s insights to structure the design activity.
Co-create!Open the design cycle to people, by exchanging values and evolving together. Understand people by sharing, shaping and evaluating their experiences.
Unleash cross-disciplinary ingenuityRecognise the importance of the ideas spread across all stakeholders. Allow people a sense of ownership and achievement.
Excite through experience prototypesUse emotionally engaging media to communicate and test ideas. Share. Evangelise.
Create value through innovative processValue arises from implementation: spot, empathise, be inspired, co-create, unleash, excite, live!
Design principles
Torino (HQ)
Via Cesare Battisti 15
10123 Torino
Italia
T +39 011 812 9687
F +39 011 813 4121
info@experientia.com
www.experientia.com
Experientia